Search found 33 matches

by looney
Sun Mar 03, 2019 12:23 pm
Forum: Not a bug
Topic: [0.17.4] Zooming with mouse wheel scales then snaps to grid
Replies: 3
Views: 235

[0.17.4] Zooming with mouse wheel scales then snaps to grid

Zooming in the sandbox scenario, with the mouse wheel, away from the center. Appears to animate the zoom first, then snaps to the grid. Giving the game an annoying wobble.
by looney
Sun Mar 03, 2019 12:07 pm
Forum: Not a bug
Topic: [0.17.4] Car becomes item on ground if mined with full player inventory
Replies: 6
Views: 397

Re: [0.17.4] Car becomes item on ground if mined with full player inventory

Doesn't sound like a bug to me. This happens with everything else you try to mine.
by looney
Fri Mar 01, 2019 9:43 am
Forum: Resolved Problems and Bugs
Topic: [0.17.x] Blueprint editing doesn't highlight entity under the mouse cursor
Replies: 1
Views: 180

[0.17.x] Blueprint editing doesn't highlight entity under the mouse cursor

Editing a blueprint that must be scaled to fit on screen, doesn't always highlight the entity under the mouse cursor. (Linux / Debian 4k / 200% UI scaling...) blueprint_hittest.png Is the transform used to display the blueprint *exactly* the same as the transform used to translate mouse positions in...
by looney
Wed Jun 20, 2018 4:28 am
Forum: Ideas and Suggestions
Topic: Train path penalty reduction for "same" station
Replies: 0
Views: 208

Train path penalty reduction for "same" station

Tweaking path penalties is obviously a delicate process. But I've noticed a few situations where it might be useful to tweak the values. The penalty for a train sitting around can grow without limit, exceeding any attempt to control traffic flow with circuit conditions. This is probably desirable if...
by looney
Fri Jun 08, 2018 2:01 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 26700

Re: Friday Facts #246 - The GUI update (Part 3)

To join the chorus, the preview should start with just what is currently called the player "Starting Area". Perhaps with zoom in/out buttons to generate more of the map. When I'm starting a game (and I've started far more than I'd like to admit), I want to know that there is enough of everything. Th...
by looney
Thu May 10, 2018 11:14 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Replies: 9
Views: 3154

Re: [kovarex] [0.16.41] Circuit controlled train signals not converted properly

Or did I misunderstand what you meant? I assumed you were saying that everything would be fixed when the rail signal changed, did you mean that everything would be fixed when the circuit condition "signal" changed? That would actually explain the behaviour I've seen, where only some of my rail signa...
by looney
Thu May 10, 2018 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Replies: 9
Views: 3154

Re: [kovarex] [0.16.41] Circuit controlled train signals not converted properly

Fixed for 0.16.42. The error is *only* as long as the signal stays the same. It fixes itself the first time the signal changes, but still, it is a bug. Thanks for the report. Hmmm, I'm not certain this is true, or there's something else that needs to be fixed too. I swear I've seen a constant strea...
by looney
Wed May 09, 2018 4:08 am
Forum: Show your Creations
Topic: A simple way to insert 1 fuel cell into each reactor
Replies: 2
Views: 4105

Re: A simple way to insert 1 fuel cell into each reactor

The simplest way to control fuel use is to only take the previous spent fuel out when you are running out of steam, and only insert fuel while you are taking spent fuel out. This trivially limits the maximum number of fuel cells in the reactor to one. Make sure you have less steam engines / turbines...
by looney
Sat May 05, 2018 12:43 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Circuit controlled train signals not converted properly
Replies: 9
Views: 3154

Re: [0.16.41] Circuit controlled train signals not converted properly

I also made a small reproducer;
Screenshot from 2018-05-05 10-05-11.png
Screenshot from 2018-05-05 10-05-11.png (2.62 MiB) Viewed 2730 times
Screenshot from 2018-05-05 10-07-09.png
Screenshot from 2018-05-05 10-07-09.png (2.63 MiB) Viewed 2730 times
by looney
Fri May 04, 2018 1:05 am
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 6798

Re: [0.16.40] Train signals no longer working

I suspect the .41 map loading fix is dependent on construction order. I have a lot of blueprinted signals with conditions, some of which may have been constructed in a different order.
by looney
Thu May 03, 2018 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.40] Train signals no longer working
Replies: 33
Views: 6798

Re: [0.16.40] Train signals no longer working

Some, but not all, of my circuit conditions are broken after the 16.41 upgrade.
by looney
Thu May 03, 2018 12:27 pm
Forum: Releases
Topic: Version 0.16.41
Replies: 28
Views: 14709

Re: Version 0.16.41

Migrated from 39 to 41, many but not all of my signals have circuit conditions that aren't being applied after the upgrade.
by looney
Sat Apr 21, 2018 1:48 pm
Forum: Railway Setups
Topic: Making trains stop faster.
Replies: 12
Views: 4890

Re: Making trains stop faster.

Use a circuit condition to close a signal, trains then stop on a dime.
by looney
Sat Feb 10, 2018 8:29 am
Forum: Ideas and Suggestions
Topic: Decreasing the Sync Time of Steam - Optimization
Replies: 3
Views: 526

Re: Decreasing the Sync Time of Steam - Optimization

The only way to reduce sync time, is to reduce save game size. Saves are already zipped, which should give reasonable compression. A custom compression routine might be able to do better. But would add complexity to the game, adding another potential source of bugs. And take time to build, time whic...
by looney
Mon Feb 05, 2018 1:48 pm
Forum: Show your Creations
Topic: Factorio TIC-TAC-TOE
Replies: 1
Views: 1395

Re: Factorio TIC-TAC-TOE

There's probably a way to drastically simplify your circuitry by using bit-wise operators, eg AND. If you say that each board position is 2^N. With a single constant generator you can emit all the winning board positions; A=7, B=56 etc Then I think you can AND the winning positions against both play...
by looney
Sat Jan 13, 2018 1:51 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 161498

Re: Friday Facts #225 - Bots versus belts (part 2)

Adding my own 0.02c. I think a type of requestor chest should be available much earlier than yellow science. Perhaps with only one stack of storage and one kind of request. Most of the bases I build use belts for basic materials, and have dense spaces where most useful things are produced. But when ...
by looney
Sat Dec 23, 2017 12:19 pm
Forum: General discussion
Topic: Belt compression in 0.16
Replies: 22
Views: 17111

Re: Belt compression in 0.16

Start with a compressed yellow belt and you don't seem to need circuit conditions. Though only every 3rd inserter does anything...
viewtopic.php?f=7&t=54627&start=60#p326885
by looney
Sat Dec 23, 2017 10:42 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 33614

Re: [16.0] Sideloading works completely different now

This trick also works with blue belts (non functioning inserters removed to make the picture clearer);
Screenshot from 2017-12-23 21-11-23.png
Screenshot from 2017-12-23 21-11-23.png (450.44 KiB) Viewed 3167 times
by looney
Sat Dec 23, 2017 10:32 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 33614

Re: [16.0] Sideloading works completely different now

I know there's a lot of weirdness due to belt optimisation changes. I just found something quite odd..... Screenshot from 2017-12-23 20-52-56.png (All inserters set to only drop one item) The three end inserters will always compress the yellow belt, not surprising since the red belt can easily push ...
by looney
Fri Dec 22, 2017 1:17 am
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 34801

Re: Version 0.16.7

So if I disable the pump based on train contents, I have to have different train stops for different fluid levels.

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